Tuesday, 4 August 2015

August 5th (Reading Notes) Understanding Videogames

Storytelling reception:

arguing translation of games to narrative and vice versa

are video games stories?

you cant just be an audience in games because nothing will happen

the characters have different motivations and agendas

adventure games are decendents of text adventures.

early gaming history didnt really dabble in narrative aside from text based adventures.

early games were too abstract

technology made game worlds more believable.

stories can just be an excuse to make a game.


games can draw from other media and focus on certain parts of the universe.


those games can happen differently than the movie because there are choices.

the point of age of empires is resource management

games have goals


sims = adult doll house

significant story role =narrative video games


narrative is succession of event


visual/verbal representation=text
act of telling=narration

order of events

linear narrative

book is the same text/experience each time.games arent

some games are nonfiction,retelling of life events

some texts you assume relationships as how we would normally

player can loosely connect their actions to the universe of the game they are playing.
player makes it a story

story can constrain player to try tell a better story.


Storytelling:

who,what,how,why of narrative

fictional world is the setting which includes setting actors

games have settings since the beggining

many parts of game world are for looks not use.

genre affects players motivation to explore

spatial representation is unique to videogames.

fairness rules over space in multiplay games.

criticism of cutscenes alot
taking agency for effect

introduce conflict,upcoming gameplay context.

move the narrative towards what the author wants the player to experience.

cutscenes can mark change of time ,time skips
taken to another location

people are used to time skips in games

control time for effect,slowmo matrixness

establishing cutscene surveilance information

games cant convey things properly with free will

cutscenes are authors voice

imagine world and view it as a player

interactive.

scale of interactivity with NPCS

shape language myths,common stereotypes,etc should be used more?

change character personality.

distinct personality can alienate players,but there are cases of distinct characters that like,laracroft

vague expressions that still fit with player,victory losing


filling in the blanks



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